// Use this for initialization
 void Start()
 {
     weaponlistcreate();
     weaponlist.TryGetValue("Punch", out currentweapon);
     AnimationControllerScript.weaponselect(currentweapon);
     maxhealth   = 500;
     health      = maxhealth;
     ammototal   = 150;
     playerspeed = 5f;
 }
    //only has movement at this point

    private void reload()
    {
        AnimationControllerScript.Reload();
        Weapon tempholder;

        weaponlist.TryGetValue(currentweapon.Name, out tempholder);
        float dif = (tempholder.Ammo - currentweapon.Ammo);

        currentweapon.Ammo = tempholder.Ammo;
        ammototal         -= dif;
        //Ui needs to change
    }
 public void newweapon(string newWeaponName)
 {
     if (currentweapon.Name == "Punch")
     {
         weaponlist.TryGetValue(newWeaponName, out currentweapon);
         AnimationControllerScript.Weaponselect(currentweapon);
     }
     else
     {
         //ui message saying e to pick up
         if (Input.GetKey(KeyCode.F))
         {
             weaponlist.TryGetValue(newWeaponName, out currentweapon);
             AnimationControllerScript.Weaponselect(currentweapon);
         }
     }
 }
Esempio n. 4
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 private void Awake()
 {
     agent = this.GetComponent <NavMeshAgent>();
     currentCooldownLeft = cooldownBetweenRecalculations;
     animController      = GetComponent <AnimationControllerScript>();
 }
Esempio n. 5
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 protected override void Awake()
 {
     base.Awake();
     agent          = this.GetComponent <NavMeshAgent>();
     animController = this.GetComponent <AnimationControllerScript>();
 }
Esempio n. 6
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 private void Awake()
 {
     waitForSecond  = new WaitForSeconds(0.1f);
     animController = GetComponent <AnimationControllerScript>();
 }